Fallout 2 mod Banjo's Fallout 2 Mods

Discussion in 'Fallout General Modding' started by banjo_oz, May 30, 2021.

  1. Haikus0258

    Haikus0258 First time out of the vault

    2
    Jun 11, 2021
    Could you upload a screenshot of how ddraw.ini will look after installation? I've tried to install some of your mods but can't get them to work ...
     
  2. Stampedo

    Stampedo First time out of the vault

    78
    Aug 17, 2011
    Same problem here, none of your mods work for me.
    Something's wrong.
     
  3. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    It has to look like ettu:
    Code:
    PatchFile0=mods\fo1_base
    PatchFile1=mods\fo1_interface
    PatchFile2=mods\fo1_classic_worldmap
    PatchFile3=mods\.....
    PatchFile4=mods\...
    
     
  4. Stampedo

    Stampedo First time out of the vault

    78
    Aug 17, 2011
    Thanks for the reply.
    There is a ";" at the start of each line, should I remove it?
     
  5. Stampedo

    Stampedo First time out of the vault

    78
    Aug 17, 2011
    Ok looks like removing the ";" fixed the problem. I did that because the first entry had this.
    ";PatchFile0=mods\RP_data"
    I removed the ";" there too, is that wrong?
     
  6. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    ; is a comment. You only uncomment the mods that you want to use. I don't know what RP_data is.
     
  7. Stampedo

    Stampedo First time out of the vault

    78
    Aug 17, 2011
    Probably comes from the Restoration Project mod.
    No idea why there was a semicolon in front of it.
     
  8. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    If it was like that after installing the mod, I would keep it the way it is.
     
  9. Stampedo

    Stampedo First time out of the vault

    78
    Aug 17, 2011
    Or was it a mistake? I removed the semicolon and the game still runs as normal, I'll keep going to see if I see any issue.
     
  10. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Eh, if you are using the latest version, then it most likely was not a mistake. If you just keep going, be prepared for having to restart your playthrough at some point.
     
  11. banjo_oz

    banjo_oz First time out of the vault

    57
    Mar 3, 2007
    Sorry for the delay in answering!

    Anyone having trouble: follow the readme files I included for each mod. Some (mostly the Et Tu ones) require editing the Patchfile stuff in ddraw.ini (as Lexx also explains). Make sure you don't put a semicolon in front as that comments out the line!

    My ddraw.ini "ExtraPatches" section looks like this for the Shady Traders mod:
    Code:
    PatchFile0=mods\fo1_base
    PatchFile1=mods\fo1_interface
    PatchFile2=mods\fo1_classic_worldmap
    PatchFile3=mods\Anim_ImprovedSMutantDeath
    ;PatchFile4=mods\InterfaceUpscaled
    ;PatchFile5=mods\fo1_barter_formula
    ;PatchFile6=mods\fo1_german
    ;PatchFile7=mods\fo1_robodog
    PatchFile8=mods\fo1_ShadyTrader
    ... which means all the default Et Tu stuff will load, along with my mod, but the optional Et Tu stuff (4-7) won't.

    For mods that work with the Restoration Project Update (note: NOT Killap's original but the current/updated version!), again follow the readmes. The RPU doesn't use ExtraPatches but just throws dat files into the mod folder so the game will ALWAYS load them regardless. Sadly, Sfall prioritizes dat files like this over ExtraPatches, meaning if the RPU changes a proto (for example), a patch with the same proto will not override it but will be overwritten by the RPU version (far as I can tell, anyway). Hence, to avoid this, a mod I made that needs to overwrite an RPU script, proto, frm, etc. will be in a folder starting with "z" and ending in ".dat" to make sure it gets loaded (automatically) after any RPU stuff.

    As far as I can tell, the ExtraPatches entry ";PatchFile0=mods\RP_data" is a leftover that isn't used anymore, so leave it alone.

    Minor mods that don't need/use/co-exist with the RPU can use the ExtraPatches method, however, for example:
    Code:
    ;PatchFile0=mods\RP_data
    PatchFile1=mods\RadscorpLimbs
    Bigger mods that may be overwritten by the RPU if you have it installed (or that rely on the RPU) are just installed by copying the folder into your "mods" subfolder and will load automatically (i.e. no need to edit ddraw.ini for those).

    Hope that all helps!
     
    Last edited: Jun 20, 2021
  12. Stampedo

    Stampedo First time out of the vault

    78
    Aug 17, 2011
    Hey thanks man for the thorough answer! Very helpful.